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	<title>Channel 9 - Entries tagged with GPU</title>
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    <description>Channel 9 keeps you up to date with the latest news and behind the scenes info from Microsoft that developers love to keep up with. From LINQ to SilverLight – Watch videos and hear about all the cool technologies coming and the people behind them.</description>
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      <title>TWC9: Windows 8/VS2012 RTM Dates, Virtual Metro Dev, Search with Sando and more</title>
      <description><![CDATA[<p>This week on Channel 9, Dan and Brian discuss the week's top developer news, including:</p><ul><li><a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=1m8s">[1:08]</a>&nbsp;<a href="http://windowsteamblog.com/windows/b/bloggingwindows/archive/2012/07/09/upcoming-windows-milestones-shared-with-partners-at-wpc.aspx">Upcoming Windows Milestones Shared with Partners at WPC</a> (Brandon LeBlanc) </li><li><a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=2m13s">[2:13]</a>&nbsp;<a href="https://twitter.com/jlzander/status/222895124739391488">When will VS2012 RTM? Jason Zander Tweets it...</a> (Jason Zander) </li><li><a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=2m48s">[2:48]</a>&nbsp;<a href="http://channel9.msdn.com/Events/TechEd/Europe/2012" target="_blank">TechEd Europe 2012</a> </li><li><a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=3m57s">[3:57]</a>&nbsp;<a href="http://msdn.microsoft.com/en-us/jj206431">Windows 8 Release Preview [C# Metro Style App Dev] Virtual Labs</a> </li><li><a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=5m26s">[5:26]</a>&nbsp;<a href="http://blogs.msdn.com/b/brunoterkaly/archive/2012/07/11/what-windows-8-developers-should-know-about-the-cloud.aspx">What Windows 8 Developers Should Know About The Cloud</a> (Bruno Terkaly) </li><li><a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=6m41s">[6:41]</a>&nbsp;<a href="http://blogs.msdn.com/b/windowsappdev/archive/2012/07/11/creating-metro-style-apps-that-stand-out-from-the-crowd.aspx">Creating Metro style apps that stand out from the crowd</a> (Bonny Lau) </li><li><a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=8m4s">[8:04]</a>&nbsp;<a href="http://channel9.msdn.com/Blogs/DanielMoth/GPU-debugging-in-Visual-Studio-2012">Channel 9 Highlight: GPU debugging in Visual Studio 2012</a> (Daniel Moth) </li><li><a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=9m7s">[9:07]</a>&nbsp;<a href="http://sando.codeplex.com/">Sando: A Fast Local Code Search Engine with Open APIs</a>, <a href="http://visualstudiogallery.msdn.microsoft.com/06f39a31-20ce-408c-afee-8a02b484db1c">Visual Studio Gallery Post</a>, <a href="http://davidshepherd.weebly.com/2/post/2012/07/code-search-in-visual-studio-video-blog.html">Code Search in Visual Studio - Video Blog</a> (David Shepherd) </li><li><a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=10m43s">[10:43]</a>&nbsp;<a href="http://blogs.interknowlogy.com/2012/07/09/make-portable-libraries-your-go-to-project-template/">Make Portable Libraries Your Go-To Project Template</a> (John Bowen) </li><li><a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=12m1s">[12:01]</a>&nbsp;<a href="http://msdn.microsoft.com/en-us/magazine/jj190802.aspx">Pragmatic Tips for Building Better Windows Phone Apps</a> (Andrew Byrne) </li></ul><p><strong>Picks of the Week!</strong></p><ul><li>Brian's Pick of the Week:<a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=12m59s">[12:59]</a> <a href="http://channel9.msdn.com/Events/TechEd/NorthAmerica/2012/DEV343">Implementing Team Foundation Server in the Enterprise: Guide to a Successful Implementation</a> (Jeff Levinson) </li><li>Dan's Pick of the Week:<a href="http://channel9.msdn.com/Shows/This&#43;Week&#43;On&#43;Channel&#43;9/TWC9-July-13-2012#time=15m">[15:00]</a> <a href="http://channel9.msdn.com/Blogs/C9Team/Announcing-Achievements-For-Visual-Studio-2012-RC">Announcing Achievements For Visual Studio 2012 RC</a> (Karsten Januszewski) </li></ul> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:96f567775e6441de9696a08d00718fd7">]]></description>
      <comments>http://channel9.msdn.com/Shows/This+Week+On+Channel+9/TWC9-July-13-2012</comments>
      <itunes:summary>This week on Channel 9, Dan and Brian discuss the week&#39;s top developer news, including: [1:08]&amp;nbsp;Upcoming Windows Milestones Shared with Partners at WPC (Brandon LeBlanc) [2:13]&amp;nbsp;When will VS2012 RTM? Jason Zander Tweets it... (Jason Zander) [2:48]&amp;nbsp;TechEd Europe 2012 [3:57]&amp;nbsp;Windows 8 Release Preview [C# Metro Style App Dev] Virtual Labs [5:26]&amp;nbsp;What Windows 8 Developers Should Know About The Cloud (Bruno Terkaly) [6:41]&amp;nbsp;Creating Metro style apps that stand out from the crowd (Bonny Lau) [8:04]&amp;nbsp;Channel 9 Highlight: GPU debugging in Visual Studio 2012 (Daniel Moth) [9:07]&amp;nbsp;Sando: A Fast Local Code Search Engine with Open APIs, Visual Studio Gallery Post, Code Search in Visual Studio - Video Blog (David Shepherd) [10:43]&amp;nbsp;Make Portable Libraries Your Go-To Project Template (John Bowen) [12:01]&amp;nbsp;Pragmatic Tips for Building Better Windows Phone Apps (Andrew Byrne) Picks of the Week! Brian&#39;s Pick of the Week:[12:59] Implementing Team Foundation Server in the Enterprise: Guide to a Successful Implementation (Jeff Levinson) Dan&#39;s Pick of the Week:[15:00] Announcing Achievements For Visual Studio 2012 RC (Karsten Januszewski) </itunes:summary>
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      <pubDate>Fri, 13 Jul 2012 23:58:43 GMT</pubDate>
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      <dc:creator>Brian Keller, Dan Fernandez, Greg Duncan</dc:creator>
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      <category>GPU</category>
      <category>Visual Studio</category>
      <category>Windows Phone</category>
      <category>Windows 8</category>
      <category>Windows Store App</category>
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  <item>
      <title>New! Windows Phone 7 Jump Start (Session 17 of 19): Optimizing for Performance</title>
      <description><![CDATA[ <p>In this session, Rob and Andy look at specific requirements for application performance. They cover concepts that enable better performance starting with the concepts of the Windows Phone 7 architecture, application start up, understanding how Silverlight for Windows Phone 7 renders, and steps to consider when planning your application (e.g., optimizing Silverlight to utilize GPU).<br><br>The Windows Phone 7 Jump Start video training is for all developers interested in developing applications or games for the new Windows Phone 7 Platform. The ~14 ½ hour course is based on the Microsoft Windows Phone 7 Developer Training Kit and taught by Microsoft MVP's and Microsoft Press Authors, Andy Wigley and Rob S. Miles. The Designing for Windows Phone 7 session is taught my Microsoft Design experts, Jon Harris and Bryan Agnetta. The training is wrapped up with an audio podcast with a panel of Microsoft experts answering the questions posed throughout the training.<br><br>Watch these entertaining sessions and complete the labs found on Channel 9 (<a href="http://channel9.msdn.com/learn/courses/WP7TrainingKit/">http://channel9.msdn.com/learn/courses/WP7TrainingKit/</a>) to gain development skills using both Microsoft XNA and Microsoft Silverlight.<br><br>For copies of the student files and links to demo code, you can go to the Windows Phone 7 Born To Learn Forum (<a href="http://borntolearn.mslearn.net/wp7/m/default.aspx">http://borntolearn.mslearn.net/wp7/m/default.aspx</a>).<br><br>Updated! <a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-1-of-12-Introduction/">Session 1: Introduction<br></a><a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-2-of-12-Building-a-Silverlight-Application-Part-1/">Session 2: Building a Silverlight Application, Part 1</a><br><a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-3-of-12-Building-a-Silverlight-Application-Part-2/">Session 3: Building a Silverlight Application, Part 2</a><br>Updated! <a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-4-of-12-Building-Games-for-the-Windows-Phone-7-Platform/">Session 4: The Application Bar<br></a><a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-5-of-12-Building-XNA-Games-for-the-Windows-Phone-7-Platform-Part-/">Session 5: Building XNA Games for the Windows Phone 7 Platform, Part 1</a><br><a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-6-of-12-Building-XNA-Games-for-the-Windows-Phone-7-Platform-Part-/">Session 6: Building XNA Games for the Windows Phone 7 Platform, Part 2</a><br>Updated! <a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-7-of-12-Advanced-Application-Development-Part-1/">Session 7: Isolation Storage</a><br>Updated! <a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-8-of-12-Advanced-Application-Development-Part-2/">Session 8: The Application Lifecycle</a><br>Updated! <a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-9-of-12-Advanced-Application-Development-Part-3/">Session 9: Launchers and Choosers</a><br>Updated! <a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-10-of-12-Marketing-Your-Windows-Phone-7-Application/">Session 10: Push Notifications</a><br><a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-11-of-12-Working-with-Media/">Session 11: Marketing&nbsp;your Windows Phone Applications</a><br><a href="http://channel9.msdn.com/posts/egibson/Windows-Phone-7-Jump-Start-Session-12-of-12-Final-Silverlight-Topics-and-Wrap-Up/">Session 12: Working with Media</a><br><br>New Sessions:<br><a href="http://channel9.msdn.com/posts/Windows-Phone-7-Jump-Start-Session-13-of-19-Panorama-and-Pivots">Session 13: Panorama and&nbsp;Pivots</a><br><a href="http://channel9.msdn.com/posts/Windows-Phone-7-Jump-Start-Session-14-of-19-XNA-Deep-Dive-Part-1">Session 14: XNA Deep Dive, Part&nbsp;1</a><br><a href="http://channel9.msdn.com/posts/Windows-Phone-7-Jump-Start-Session-15-of-19-XNA-Deep-Dive-Part-2">Session 15: XNA Deep Dive, Part 2</a><br><a href="http://channel9.msdn.com/posts/Windows-Phone-7-Jump-Start-Session-16-of-19-Location-and-Bing-Maps">Session 16: Location and Bing Maps</a><br><a href="http://channel9.msdn.com/posts/Windows-Phone-7-Jump-Start-Session-17-of-19-Optimizing-for-Performance">Session 17: Optimizing for Performance</a><br><a href="http://channel9.msdn.com/posts/Windows-Phone-7-Jump-Start-Session-18-of-19-Designing-Applications-for-Windows-Phone-7-Using-Express">Session 18: Designing Apps Using Expression Blend &amp; Metro</a><br><a href="http://channel9.msdn.com/posts/Windows-Phone-7-Jump-Start-Session-19-of-19-Ask-the-Experts-podcast">Session 19: Ask the Experts podcast</a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:303f5e488c554c399a4f9e17004a2139">]]></description>
      <comments>http://channel9.msdn.com/posts/Windows-Phone-7-Jump-Start-Session-17-of-19-Optimizing-for-Performance</comments>
      <itunes:summary> In this session, Rob and Andy look at specific requirements for application performance. They cover concepts that enable better performance starting with the concepts of the Windows Phone 7 architecture, application start up, understanding how Silverlight for Windows Phone 7 renders, and steps to consider when planning your application (e.g., optimizing Silverlight to utilize GPU).The Windows Phone 7 Jump Start video training is for all developers interested in developing applications or games for the new Windows Phone 7 Platform. The ~14 &#189; hour course is based on the Microsoft Windows Phone 7 Developer Training Kit and taught by Microsoft MVP&#39;s and Microsoft Press Authors, Andy Wigley and Rob S. Miles. The Designing for Windows Phone 7 session is taught my Microsoft Design experts, Jon Harris and Bryan Agnetta. The training is wrapped up with an audio podcast with a panel of Microsoft experts answering the questions posed throughout the training.Watch these entertaining sessions and complete the labs found on Channel 9 (http://channel9.msdn.com/learn/courses/WP7TrainingKit/) to gain development skills using both Microsoft XNA and Microsoft Silverlight.For copies of the student files and links to demo code, you can go to the Windows Phone 7 Born To Learn Forum (http://borntolearn.mslearn.net/wp7/m/default.aspx).Updated! Session 1: IntroductionSession 2: Building a Silverlight Application, Part 1Session 3: Building a Silverlight Application, Part 2Updated! Session 4: The Application BarSession 5: Building XNA Games for the Windows Phone 7 Platform, Part 1Session 6: Building XNA Games for the Windows Phone 7 Platform, Part 2Updated! Session 7: Isolation StorageUpdated! Session 8: The Application LifecycleUpdated! Session 9: Launchers and ChoosersUpdated! Session 10: Push NotificationsSession 11: Marketing&amp;nbsp;your Windows Phone ApplicationsSession 12: Working with MediaNew Sessions:Session 13: Panorama and&amp;nbsp;PivotsSession 14: XNA Deep Dive, Part&amp;nbsp;1Session 15:</itunes:summary>
      <itunes:duration>2686</itunes:duration>
      <link>http://channel9.msdn.com/posts/Windows-Phone-7-Jump-Start-Session-17-of-19-Optimizing-for-Performance</link>
      <pubDate>Wed, 27 Oct 2010 16:31:45 GMT</pubDate>
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      <category>Andy Wigley</category>
      <category>GPU</category>
      <category>Rob Miles</category>
      <category>Silverlight</category>
      <category>Windows Phone 7</category>
      <category>Windows Phone 7 Jump Start</category>
      <category>WP7</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 250: Integration with the Graphics Pipeline</title>
      <description><![CDATA[ <p>Join James Fung from Nvidia as&nbsp;he&nbsp;shows you&nbsp;how&nbsp;to make use of vertex, pixel, and geometry shaders to add visualization to their DirectCompute applications. The following topics will be covered:</p><ul><li>A Quick explanation of the Direct3D graphics pipeline </li><li>Vertex and geometry shader overview </li><li>Binding resources and views for use by graphics stages </li><li>Visualizing 2D array data </li><li>Visualizing particle data (geometry shader) </li><li>Visualizing other data (histogram, waveform, and so on) </li><li>Example of Particle Simulation Compute with Rendering </li><li>Example of Ocean Simulation Rendering using FFT for Compute </li></ul><p>The demos used in this lecture are available from <a href="http://developer.download.nvidia.com/compute/directcompute/sdk/website/samples.html">NVIDIA's DirectCompute SDK Code Samples page</a>.<br><br>For more information on DirectCompute, <a href="http://code.msdn.microsoft.com/directcomputehol">download the PDC 2009 DirectCompute HOL</a>,&nbsp;<a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">watch&nbsp;the DirectCompute Roundtable discussion</a>, see the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series</a>,&nbsp;and <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12986">download the slides for this lecture</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:640b69df7bb34294bf979de90187b774">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-250-Integration-with-the-Graphics-Pipeline</comments>
      <itunes:summary> Join James Fung from Nvidia as&amp;nbsp;he&amp;nbsp;shows you&amp;nbsp;how&amp;nbsp;to make use of vertex, pixel, and geometry shaders to add visualization to their DirectCompute applications. The following topics will be covered: A Quick explanation of the Direct3D graphics pipeline Vertex and geometry shader overview Binding resources and views for use by graphics stages Visualizing 2D array data Visualizing particle data (geometry shader) Visualizing other data (histogram, waveform, and so on) Example of Particle Simulation Compute with Rendering Example of Ocean Simulation Rendering using FFT for Compute The demos used in this lecture are available from NVIDIA&#39;s DirectCompute SDK Code Samples page.For more information on DirectCompute, download the PDC 2009 DirectCompute HOL,&amp;nbsp;watch&amp;nbsp;the DirectCompute Roundtable discussion, see the full DirectCompute lecture series,&amp;nbsp;and download the slides for this lecture. </itunes:summary>
      <itunes:duration>1217</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-250-Integration-with-the-Graphics-Pipeline</link>
      <pubDate>Wed, 18 Aug 2010 18:00:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>2</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-250-Integration-with-the-Graphics-Pipeline/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 230: GPU Accelerated Physics</title>
      <description><![CDATA[ <p>Join Lee Howes,&nbsp;a Senior SDE at ATI/AMD, as he gives you a deep dive into GPU accelerated physics. <br><br></p><p>This lecture explains how DirectCompute can be employed to create solutions simulating physical systems such as fluid and cloth systems. It also&nbsp;covers how to employ some of the libraries powered by DirectCompute and how to integrate these libraries into your application.&nbsp; <br><br>After completing the lecture,&nbsp;you will be able to understand the underlying algorithms of some of the physics systems written in DirectCompute, as well as how to make use of the libraries that implement them, such as <a href="http://bulletphysics.org/wordpress/">Bullet</a>.<br><br>For more information on DirectCompute, <a href="http://code.msdn.microsoft.com/directcomputehol">download the PDC 2009 DirectCompute HOL</a>,&nbsp;<a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">watch&nbsp;the DirectCompute Roundtable discussion</a>, see the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series</a>,&nbsp;and <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12985">download the slides for this lecture</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:39b3a5dec5a9499ab8779de90187b96a">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics</comments>
      <itunes:summary> Join Lee Howes,&amp;nbsp;a Senior SDE at ATI/AMD, as he gives you a deep dive into GPU accelerated physics.  This lecture explains how DirectCompute can be employed to create solutions simulating physical systems such as fluid and cloth systems. It also&amp;nbsp;covers how to employ some of the libraries powered by DirectCompute and how to integrate these libraries into your application.&amp;nbsp; After completing the lecture,&amp;nbsp;you will be able to understand the underlying algorithms of some of the physics systems written in DirectCompute, as well as how to make use of the libraries that implement them, such as Bullet.For more information on DirectCompute, download the PDC 2009 DirectCompute HOL,&amp;nbsp;watch&amp;nbsp;the DirectCompute Roundtable discussion, see the full DirectCompute lecture series,&amp;nbsp;and download the slides for this lecture. </itunes:summary>
      <itunes:duration>1683</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics</link>
      <pubDate>Wed, 11 Aug 2010 15:00:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>3</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 210: GPU Optimizations and Performance</title>
      <description><![CDATA[ <p>Join James Fung from Developer Technology at NVIDIA as he covers the following advanced topics for DirectCompute: <br><br>&nbsp;&nbsp; Work distribution best practices<br>&nbsp;&nbsp; Compute shader code best practices<br>&nbsp;&nbsp; Algorithm selection best practices<br>&nbsp;&nbsp; Multi-GPU best practices</p><p>He also gives an example problem, scan/reduction, and then goes through various optimizations for that problem.</p><p>For more information on DirectCompute, <a href="http://code.msdn.microsoft.com/directcomputehol">download the PDC 2009 DirectCompute HOL</a>,&nbsp;<a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">watch&nbsp;the DirectCompute Roundtable discussion</a>, see the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series</a>,&nbsp;and <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12929">download the slides for this lecture</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:1bef068db7394e9cb2c99dea00a70110">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance</comments>
      <itunes:summary> Join James Fung from Developer Technology at NVIDIA as he covers the following advanced topics for DirectCompute: &amp;nbsp;&amp;nbsp; Work distribution best practices&amp;nbsp;&amp;nbsp; Compute shader code best practices&amp;nbsp;&amp;nbsp; Algorithm selection best practices&amp;nbsp;&amp;nbsp; Multi-GPU best practices He also gives an example problem, scan/reduction, and then goes through various optimizations for that problem. For more information on DirectCompute, download the PDC 2009 DirectCompute HOL,&amp;nbsp;watch&amp;nbsp;the DirectCompute Roundtable discussion, see the full DirectCompute lecture series,&amp;nbsp;and download the slides for this lecture. </itunes:summary>
      <itunes:duration>1270</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance</link>
      <pubDate>Wed, 04 Aug 2010 15:31:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>5</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 120: Basics of DirectCompute Application Development</title>
      <description><![CDATA[ <p>In this lecture, Jason Yang (a technical lead from AMD) goes over the basics of creating a DirectCompute application that performs matrix multiplication. Specifically, he covers:<br><br></p><ul><li>Instantiating a DirectCompute Device </li><li>Writing and compiling DirectCompute Code </li><li>Executing code on the GPU </li><li>Retrieving resulting data from the GPU and passing it to the CPU </li></ul><p>The Roundtable discussion for DirectCompute can be found <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">here</a>, the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series is here</a>,&nbsp;and the slides for this lecture are available from <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12909">here</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:ed8aa7f237544b5f966b9dea00a70368">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-120-Basics-of-DirectCompute-Application-Development</comments>
      <itunes:summary> In this lecture, Jason Yang (a technical lead from AMD) goes over the basics of creating a DirectCompute application that performs matrix multiplication. Specifically, he covers: Instantiating a DirectCompute Device Writing and compiling DirectCompute Code Executing code on the GPU Retrieving resulting data from the GPU and passing it to the CPU The Roundtable discussion for DirectCompute can be found here, the full DirectCompute lecture series is here,&amp;nbsp;and the slides for this lecture are available from here. </itunes:summary>
      <itunes:duration>1069</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-120-Basics-of-DirectCompute-Application-Development</link>
      <pubDate>Wed, 28 Jul 2010 10:18:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>13</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-120-Basics-of-DirectCompute-Application-Development/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 110: Memory Patterns</title>
      <description><![CDATA[ <p>In this video, Matt Sandy, a Program Manager on the DirectX team, provides an in-depth look at memory usage patterns in DirectCompute.<br><br>In this lecture, you will learn how to most effectively use memory in DirectCompute. Topics include an overview of how memory resources are used within a DirectCompute application, methods for identifying execution threads, data I/O patterns for various resource types, and how to utilize groupshared memory to improve application performance.<br><br>Slides for this lecture are available from <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12824">here</a>.<br><br>This video is a follow up video for:<br><a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">The DirectCompute Expert Roundtable Discussion</a><br>and<br>the <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute/">Introduction to DirectCompute</a>&nbsp;video.<br><br>For more information about DirectCompute, download the <a href="http://code.msdn.microsoft.com/directcomputehol">PDC 2009 DirectCompute Hands on Lab</a>.<br><br>For more information about DirectX, check the <a href="http://msdn.microsoft.com/en-us/directx/default.aspx">DirectX Developer Center</a>&nbsp;and the <a href="http://msdn.com/windows">Windows Developer Center</a>.<br><br>You can also <a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba">download the Direct X SDK</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:2a30b5f5a8c643d2b6b19dea00a7063d">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns</comments>
      <itunes:summary> In this video, Matt Sandy, a Program Manager on the DirectX team, provides an in-depth look at memory usage patterns in DirectCompute.In this lecture, you will learn how to most effectively use memory in DirectCompute. Topics include an overview of how memory resources are used within a DirectCompute application, methods for identifying execution threads, data I/O patterns for various resource types, and how to utilize groupshared memory to improve application performance.Slides for this lecture are available from here.This video is a follow up video for:The DirectCompute Expert Roundtable Discussionandthe Introduction to DirectCompute&amp;nbsp;video.For more information about DirectCompute, download the PDC 2009 DirectCompute Hands on Lab.For more information about DirectX, check the DirectX Developer Center&amp;nbsp;and the Windows Developer Center.You can also download the Direct X SDK. </itunes:summary>
      <itunes:duration>1065</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns</link>
      <pubDate>Wed, 21 Jul 2010 16:43:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>5</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 101:  Introduction to DirectCompute</title>
      <description><![CDATA[ <p>In this lecture, Chas Boyd, the Program Manager&nbsp;Architect of&nbsp;Windows Graphics,&nbsp;gives you an introduction to DirectCompute. He covers some background on DirectCompute, gives examples of applications, gives an overview of the DirectCompute API, and then covers the principles of basic usage.<br><br>The Roundtable discussion for DirectCompute can be found <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">here</a>&nbsp;and the slides are available from <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12810">here</a>.<br><br>For more information about DirectX, check the <a href="http://msdn.microsoft.com/en-us/directx/default.aspx">DirectX Developer Center</a>&nbsp;and the <a href="http://msdn.com/windows">Windows Developer Center</a>.<br><br>You can also <a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba">download the Direct X SDK</a>. <br><br>The following videos continue the series:</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns/">DirectCompute 110: Memory Patterns</a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:277178fb5e5f4042b4769dea00a708df">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute</comments>
      <itunes:summary> In this lecture, Chas Boyd, the Program Manager&amp;nbsp;Architect of&amp;nbsp;Windows Graphics,&amp;nbsp;gives you an introduction to DirectCompute. He covers some background on DirectCompute, gives examples of applications, gives an overview of the DirectCompute API, and then covers the principles of basic usage.The Roundtable discussion for DirectCompute can be found here&amp;nbsp;and the slides are available from here.For more information about DirectX, check the DirectX Developer Center&amp;nbsp;and the Windows Developer Center.You can also download the Direct X SDK. The following videos continue the series: &#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; DirectCompute 110: Memory Patterns </itunes:summary>
      <itunes:duration>1487</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute</link>
      <pubDate>Wed, 14 Jul 2010 17:51:00 GMT</pubDate>
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        <media:content url="http://ecn.channel9.msdn.com/o9/ch9/1/4/3/6/5/5/DirectComputeIntroduction_ch9.wmv" expression="full" duration="1487" fileSize="63002351" type="video/x-ms-wmv" medium="video"></media:content>
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      <enclosure url="http://ecn.channel9.msdn.com/o9/ch9/1/4/3/6/5/5/DirectComputeIntroduction_ch9.wmv" length="63002351" type="video/x-ms-wmv"></enclosure>
      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>9</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Expert Roundtable Discussion</title>
      <description><![CDATA[ <p>In this video, Robert Hess has a roundtable discussion with industry experts&nbsp;to help you understand exactly what DirectCompute is and the kinds of software problems to which you can apply DirectCompute in order to leverage the GPU for computation.<br><br>This video features:</p><p>Eric Young (Manager of Developer Technology, NVIDIA Corporation)<br>Chas Boyd (Program Manager Architect&nbsp; Windows Graphics, &nbsp;Microsoft Corporation)<br>Justin Hensley (Senior MTS, AMD Office of CTO, ATI/AMD) </p><p>The first demo can be found here: <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12774">Video Stabilization</a>.<br>The second demo can be found here:&nbsp;&nbsp;<a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12773">DirectCompute FFT Sample (Color Grid Wide).</a><br>For more information about DirectX, check the <a href="http://msdn.microsoft.com/en-us/directx/default.aspx">DirectX Developer Center</a>&nbsp;and the <a href="http://msdn.com/windows">Windows Developer Center</a>.<br><br>You can also <a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba">download the Direct X SDK</a>.</p><p>The&nbsp;<a href="http://go.microsoft.com/fwlink/?LinkId=194362">DirectCompute lecture series</a> will receive updates from June 14th through July 5th, so keep checking back on the link. </p><p>The following videos continue the series:<br><a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute/">DirectCompute 101: Introduction</a><br><a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns/">DirectCompute 110: Memory Patterns</a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:66f53ef0ee904dfaae7e9dea00a70cd1">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Expert-Roundtable-Discussion</comments>
      <itunes:summary> In this video, Robert Hess has a roundtable discussion with industry experts&amp;nbsp;to help you understand exactly what DirectCompute is and the kinds of software problems to which you can apply DirectCompute in order to leverage the GPU for computation.This video features: Eric Young (Manager of Developer Technology, NVIDIA Corporation)Chas Boyd (Program Manager Architect&amp;nbsp; Windows Graphics, &amp;nbsp;Microsoft Corporation)Justin Hensley (Senior MTS, AMD Office of CTO, ATI/AMD)  The first demo can be found here: Video Stabilization.The second demo can be found here:&amp;nbsp;&amp;nbsp;DirectCompute FFT Sample (Color Grid Wide).For more information about DirectX, check the DirectX Developer Center&amp;nbsp;and the Windows Developer Center.You can also download the Direct X SDK. The&amp;nbsp;DirectCompute lecture series will receive updates from June 14th through July 5th, so keep checking back on the link.  The following videos continue the series:DirectCompute 101: IntroductionDirectCompute 110: Memory Patterns </itunes:summary>
      <itunes:duration>2663</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Expert-Roundtable-Discussion</link>
      <pubDate>Wed, 07 Jul 2010 16:52:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Expert-Roundtable-Discussion</guid>
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        <media:content url="http://ecn.channel9.msdn.com/o9/ch9/1/1/9/5/5/5/DirectComputeExpertRoundtable_ch9.wmv" expression="full" duration="2663" fileSize="415482815" type="video/x-ms-wmv" medium="video"></media:content>
      </media:group>      
      <enclosure url="http://ecn.channel9.msdn.com/o9/ch9/1/1/9/5/5/5/DirectComputeExpertRoundtable_ch9.wmv" length="415482815" type="video/x-ms-wmv"></enclosure>
      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>11</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Expert-Roundtable-Discussion/RSS</wfw:commentRss>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>IE 9 - Surf on Metal with GPU Powered HTML5</title>
      <description><![CDATA[Get your <em>hands on</em> <a shape="rect" href="http://ie.microsoft.com/testdrive/" target="new" shape="rect">
the IE9 developer platform preview</a>!<br /><br />We drop in on IE PM and graphics enginering legend Ted Johnson and IE dev platform PM John Hrvatin to discuss what we learned in
<a shape="rect" href="http://channel9.msdn.com/posts/Charles/Introducing-the-IE9-Developer-Platform-Preview/" target="_blank" shape="rect">
Dean's office</a>: <strong>hardware accelerated HTML5</strong>.  <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:0370a09f9082471ab2d49dea00c9abf0">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Charles/In-your-hands-IE-9-Surfing-on-Metal-GPU-Powered-HTML5</comments>
      <itunes:summary>Get your hands on 
the IE9 developer platform preview!We drop in on IE PM and graphics enginering legend Ted Johnson and IE dev platform PM John Hrvatin to discuss what we learned in

Dean&#39;s office: hardware accelerated HTML5. </itunes:summary>
      <itunes:duration>871</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Charles/In-your-hands-IE-9-Surfing-on-Metal-GPU-Powered-HTML5</link>
      <pubDate>Tue, 16 Mar 2010 16:18:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/Charles/In-your-hands-IE-9-Surfing-on-Metal-GPU-Powered-HTML5</guid>
      <media:thumbnail url="http://ecn.channel9.msdn.com/o9/previewImages/100/536874_100x75.jpg" height="75" width="100"></media:thumbnail>
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      <media:thumbnail url="http://ecn.channel9.msdn.com/o9/ch9/4/7/8/6/3/5/IE9SurfingOnMetalGPUPoweredHTML5_512_ch9.png" height="384" width="512"></media:thumbnail>
      <media:thumbnail url="http://ecn.channel9.msdn.com/o9/ch9/4/7/8/6/3/5/IE9SurfingOnMetalGPUPoweredHTML5_85_ch9.png" height="64" width="85"></media:thumbnail>
      <media:group>
        <media:content url="http://ecn.channel9.msdn.com/o9/ch9/4/7/8/6/3/5/IE9SurfingOnMetalGPUPoweredHTML5_2MB_ch9.wmv" expression="full" duration="871" fileSize="541914955" type="video/x-ms-wmv" medium="video"></media:content>
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        <media:content url="http://ecn.channel9.msdn.com/o9/ch9/4/7/8/6/3/5/IE9SurfingOnMetalGPUPoweredHTML5_ch9.wma" expression="full" duration="871" fileSize="7052363" type="audio/x-ms-wma" medium="audio"></media:content>
        <media:content url="http://ecn.channel9.msdn.com/o9/ch9/4/7/8/6/3/5/IE9SurfingOnMetalGPUPoweredHTML5_ch9.wmv" expression="full" duration="871" fileSize="192577729" type="video/x-ms-wmv" medium="video"></media:content>
        <media:content url="http://ecn.channel9.msdn.com/o9/ch9/4/7/8/6/3/5/IE9SurfingOnMetalGPUPoweredHTML5_Zune_ch9.wmv" expression="full" duration="871" fileSize="101633781" type="video/x-ms-wmv" medium="video"></media:content>
      </media:group>      
      <enclosure url="http://ecn.channel9.msdn.com/o9/ch9/4/7/8/6/3/5/IE9SurfingOnMetalGPUPoweredHTML5_ch9.wmv" length="192577729" type="video/x-ms-wmv"></enclosure>
      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
      <slash:comments>10</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/Charles/In-your-hands-IE-9-Surfing-on-Metal-GPU-Powered-HTML5/RSS</wfw:commentRss>
      <category>GPU</category>
      <category>Graphics</category>
      <category>HTML 5</category>
      <category>HTML5</category>
      <category>IE9</category>
      <category>Internet Explorer</category>
    </item>
  <item>
      <title>IE 9 Performance Pipeline Overview</title>
      <description><![CDATA[Get your <em>hands on</em> <a shape="rect" href="http://ie.microsoft.com/testdrive/" shape="rect" target="new">
the IE9 developer platform preview</a>!<br /><br />IE Performance PM Jason Weber and Performance Dev Lead Venkat Kudallur take us through the updated and improved performance pipeline in IE (hardware accelerated graphics rendering, new JavaScript engine (employing a dual execution pipeline), improved downloader,
 etc). We also get to see some really cool demos!  <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:06228a1923344ad2b18d9dea00c9b255">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Charles/In-your-hands-IE-9-Performance-From-JS-to-COM-to-DOM-to-HTML5-on-GPU</comments>
      <itunes:summary>Get your hands on 
the IE9 developer platform preview!IE Performance PM Jason Weber and Performance Dev Lead Venkat Kudallur take us through the updated and improved performance pipeline in IE (hardware accelerated graphics rendering, new JavaScript engine (employing a dual execution pipeline), improved downloader,
 etc). We also get to see some really cool demos! </itunes:summary>
      <itunes:duration>1411</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Charles/In-your-hands-IE-9-Performance-From-JS-to-COM-to-DOM-to-HTML5-on-GPU</link>
      <pubDate>Tue, 16 Mar 2010 16:18:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/Charles/In-your-hands-IE-9-Performance-From-JS-to-COM-to-DOM-to-HTML5-on-GPU</guid>
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      <media:group>
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      <enclosure url="http://ecn.channel9.msdn.com/o9/ch9/1/7/8/6/3/5/IE9PerformanceFromJStoDOMtoCOMtoGPU_ch9.wmv" length="310409287" type="video/x-ms-wmv"></enclosure>
      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
      <slash:comments>11</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/Charles/In-your-hands-IE-9-Performance-From-JS-to-COM-to-DOM-to-HTML5-on-GPU/RSS</wfw:commentRss>
      <category>COM</category>
      <category>GPU</category>
      <category>HTML 5</category>
      <category>HTML5</category>
      <category>IE9</category>
      <category>IE DOM</category>
      <category>Internet Explorer</category>
      <category>JavaScript</category>
      <category>Performance</category>
    </item>
  <item>
      <title>IE 9: Surfing on the GPU with D2D</title>
      <description><![CDATA[The IE team is busy working on the next version of the world's most popular browser. IE 8 is the most widely used browser on Windows.
<a shape="rect" href="http://blogs.msdn.com/ie/archive/2009/11/18/an-early-look-at-ie9-for-developers.aspx" target="_blank" shape="rect">
IE 9 is currently&nbsp;in the oven and the IE team is ready to talk </a>about what they're working on. Here, IE GM Dean Hachamovitch leads us through the halls&nbsp;of IE (literarally) and&nbsp;takes us to meet graphics developer Christian Fortini and test lead Anjali Parikh.
 They're taking IE to a new level with all graphic rendering taking place on the GPU via the DirectX technology D2D. So, IE 9 will take advantage of the power of the GPU for all page rendering and, further, enable web developers to exploit this power in ways
 they already understand (CSS, DHTML, JavaScript). The increase in performance and smooth rendering is stunning as you will see in the demos that are part of this conversation. This is incredible news for web developers and web surfers. IE 9, surfing the GPU!
 Oh yeah.<br /><br />Be sure to check out interviews on IE 9's&nbsp;<a shape="rect" href="http://channel9.msdn.com/posts/Charles/IE-9-First-look-at-the-new-JS-Engine/" target="_blank" shape="rect">new JS engine</a> and
<a shape="rect" href="http://channel9.msdn.com/posts/Charles/IE-9-Standards-and-Interoperability/" target="_blank" shape="rect">
the importance of testing to achieving&nbsp;interoperable standards</a>.<br /><br />Enjoy.  <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:947bddd79eba47ed84799dea00c9f8f2">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Charles/IE-9-Surfing-on-the-GPU-with-D2D</comments>
      <itunes:summary>The IE team is busy working on the next version of the world&#39;s most popular browser. IE 8 is the most widely used browser on Windows.

IE 9 is currently&amp;nbsp;in the oven and the IE team is ready to talk about what they&#39;re working on. Here, IE GM Dean Hachamovitch leads us through the halls&amp;nbsp;of IE (literarally) and&amp;nbsp;takes us to meet graphics developer Christian Fortini and test lead Anjali Parikh.
 They&#39;re taking IE to a new level with all graphic rendering taking place on the GPU via the DirectX technology D2D. So, IE 9 will take advantage of the power of the GPU for all page rendering and, further, enable web developers to exploit this power in ways
 they already understand (CSS, DHTML, JavaScript). The increase in performance and smooth rendering is stunning as you will see in the demos that are part of this conversation. This is incredible news for web developers and web surfers. IE 9, surfing the GPU!
 Oh yeah.Be sure to check out interviews on IE 9&#39;s&amp;nbsp;new JS engine and

the importance of testing to achieving&amp;nbsp;interoperable standards.Enjoy. </itunes:summary>
      <itunes:duration>825</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Charles/IE-9-Surfing-on-the-GPU-with-D2D</link>
      <pubDate>Wed, 18 Nov 2009 18:58:00 GMT</pubDate>
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      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
      <slash:comments>30</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/Charles/IE-9-Surfing-on-the-GPU-with-D2D/RSS</wfw:commentRss>
      <category>D2D</category>
      <category>Direct 2D</category>
      <category>GPU</category>
      <category>IE9</category>
      <category>IE 9</category>
      <category>Internet Explorer</category>
    </item>
  <item>
      <title>Silverlight 3 Beta - What&#39;s New for Media</title>
      <description><![CDATA[ <p>So, Silverlight 3 was released for public beta today, during Scott Guthrie’s keynote at MIX. There will be an on-demand version of it later on at <a href="http://live.visitmix.com/Default.aspx" target="_blank">Visitmix.com</a>. There’s tons of info flowing around today, so I’m just going to focus on the media-related news that came out today. I’ll be posting a lot this week; check back for more details as they’re revealed. And feel free to ask questions in the comments area below.</p><h1></h1><h1>A developer release, not a consumer release</h1><p>Note that this is a developer release. Silverlight 2 was unique in scope, being the first release with managed code, so we did some consumer events using Beta 2, most notably the NBC Olympics coverage. We’re not planning on doing anything customer-facing with Silverlight 3 until the full release. So this is really a change for developers, designers, and media folks to get a head start on using the new features, and giving us feedback on any issues. End users are welcome to play around with it (I’ve got it installed on my home machines without any issues), but don’t expect to see much stuff on the web taking advantage of it until after it ships.</p><h1>What’s Available</h1><p>First off, here’s the Silverlight-specific downloads released today. The official <a href="http://silverlight.net/getstarted/silverlight3/default.aspx" target="_blank">Get Started page</a> is at Silverlight.net.&nbsp; And Tim Heuer has a <a href="http://timheuer.com/blog/archive/2009/03/18/silverlight-3-whats-new-a-guide.aspx" target="_blank">great overview</a> of everything.</p><ul><li><a href="http://go.microsoft.com/fwlink/?LinkID=143571">Silverlight 3 Tools for Visual Studio</a></li><li><a href="http://www.microsoft.com/expression/blendpreview">Expression Blend 3 Preview</a></li><li><a href="http://go.microsoft.com/fwlink/?LinkId=144350">Silverlight 3 SDK CHM File</a></li><li>Updated <a href="http://codeplex.com/Silverlight">Silverlight Toolkit</a> </li></ul><h1>MPEG-4 (H.264 and AAC-LC) support</h1><p>First up, as we <a href="http://on10.net/blogs/benwagg/H264-and-AAC-support-coming-in-Silverlight/" target="_blank">discussed back at IBC</a>, we’re adding support for MPEG-4 content in Silverlight. Specifically, we’re supporting</p><ul><li>Self-contained .mp4 (including .f4v and .m4a) and .mov file formats (no reference movies or anything fancy like that). </li><li>H.264 video in Simple, Main, and High 4:2:0 profiles (progressive scan only) </li><li>AAC-LC audio mono or stereo (HE AAC will play back with lower fidelity, as in QuickTime) </li><li>Local files or http progressive download. </li></ul><p>Or, sliced another way, Silverlight 3 will be able to play pretty much all MPEG-4 files that would play back well in both QuickTime and Flash.</p><p>The H.264 and AAC-LC decoders are exposed via the MediaStreamSource used by Smooth Streaming, which means extending support to other file formats and protocols will work there as well. And of course, <a href="http://on10.net/blogs/benwagg/Beta-Release-of-Smooth-Streaming/" target="_blank">Smooth Streaming</a> will support H.264 and AAC-LC as well.</p><h1>Raw AV Pipeline</h1><p><a href="http://msdn.microsoft.com/en-us/library/system.windows.media.mediastreamsource(VS.95).aspx" target="_blank">MediaStreamSource</a> started with the ability to pass off VC-1 and WMA bitstreams to the decoder from managed code, enabling us to add protocol and format support within Silverlight. Most of Smooth Streaming on the client is implemented in C# as MediaStreamSource code. And we’re extending that to H.264 and AAC-LC. But there’s a huge number of other codecs out there that different markets are using and have asked to have in Silverlight. In fact, far more than we can reasonably build and test, and far more than we’d want to have to make everyone download in the installer.</p><p>So, instead we added three very simple but very powerful new outputs to MediaStreamSource: YV12, RGBA, and PCM.</p><p>Yep, managed code can now output uncompressed video frames and uncompressed audio straight to the media pipeline.</p><p>Most video codecs are going to use YV12, which is a flavor of the&nbsp; a standard Y’CbCr 4:2:0 format used in most video codecs . We also wanted RGBA to enable video with alpha channels, and also any media formats that are natively RGB. And of course PCM is classic uncompressed audio.</p><p>Using a managed decoder is transparent to the user; it’s just another managed code .dll included in the .xap file. Since it’s running inside the Silverlight sandbox, there’s no download or other action required by the user to activate it; acts just like any other codec.</p><p>So, what’s codec performance like in managed code? It’s actually going to be fine for a variety of tasks. In our internal testing and prototyping, managed code offers about half the speed of a native compiled version. So for older codecs like MPEG-2, a managed decoder should be fine on a wide variety of hardware.</p><p>And remember, managed code doesn’t require C#. Existing decoders in C or C&#43;&#43; can be used as the basis for a managed decoder. The main restrictions are that native MMS/SSE and pointers can’t be used.</p><p>I can’t wait to see what other kinds of formats and codecs people wind up delivering with the Raw AV Pipeline. We’ve already seen some very neat demos.</p><h1>GPU scaling and compositing</h1><p>Silverlight 3 adds GPU support for scaling and compositing. Other products may call this something like “GPU accelerated video playback” which can be a little confusing – this isn’t GPU video <em>decoding</em> ala <a href="http://msdn.microsoft.com/en-us/library/ms799545.aspx" target="_blank">DXVA</a>. What it does is take bitmap elements, including video, into the pipeline at their native size and then the GPU takes care of scaling each object to its final size, and then doing the final blending and compositing of the whole application. For media players, this essentially gives every player <a href="http://on10.net/blogs/benwagg/Building-high-performance-Silverlight-Media-Players/" target="_blank">Fast Path performance</a>. So while it does accelerate video playback, it’s not actually accelerating video decode per se. But on single-core machines, anything we can do to save CPU from other tasks to give more to the video decoder, the better. Again, the net effect is lower system requirements for any content that gets scaled; which should often improve the bitrate lower-end machines can play in Smooth Streaming.</p><p>There’s a few new facets to tuning a player for GPU playback, so it’ll need to be turned on explicitly in the application. But the performance gains for any video that’s scales are tremendous, so we’re going to help making sure everyone knows how to get it on and reap the benefits.</p><p>Full-screen GPU scaling/compositing will be supported on all Macs and all Windows machines with DirectX 9 or higher (which is XP SP1 and higher – that’s most machines and GPUs out in the wild today). Due to platform limitations, Silverlight on Mac won’t support GPU compositing inside the browser window, but will in full-screen mode. For performance-critical players (particularly in HD) a good compromise there is to set Stretch=”None” for the browser version and scale in full-screen mode, so that the windowed version is Fast Path and the full-screen is GPU composited for equivalent performance.</p><h1>Improved logging</h1><p>Robust and detailed logging has long been a critical feature for Windows Media to enable advertising and billing.</p><p>We’re extending that support to Silverlight 3, for both Windows Media and Smooth Streaming. I’ll provide a link to the full details when they’re posted.</p><h1>Media pipeline improvements</h1><p>We’ve done some under-the-hood work in Silverlight to optimize for silky-smooth video playback with as few dropped frames as possible. For the beta, we’ve focused mainly on single and dual-core systems, and you should see some significant improvements with the same player and content in SIlverlight 2 (and of course using the GPU when scaling will offer further performance gains).</p><h1>Out of Browser Silverlight applications</h1><p>Silverlight 3 will allow applications to be dragged out of the browser and onto the local system as a standalone, double-clickable app. This is useful for all kinds of applications, of course, but for media players it’s great to not have to launch the browser when all you want is an applet media player. This includes offline support, so a Silverlight media player could be used on an airplane or anywhere else without a network connection. And since it’s a real Silverlight app, it still uses the secure sandbox and so Admin rights on the machine aren’t required to install or run it. We’ve got nice integration for both Mac and Windows with Start Menu and Dock compatibility.&nbsp; <a href="http://nerddawg.blogspot.com/2009/03/introducing-offline-and-out-of-browser.html" target="_blank">Ashish’s blog has lots of details</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:dd94af57e2834c8c92879e1000b1c66a">]]></description>
      <comments>http://channel9.msdn.com/Blogs/benwagg/Silverlight-3-Beta-Whatrsquos-New-for-Media</comments>
      <itunes:summary> So, Silverlight 3 was released for public beta today, during Scott Guthrie’s keynote at MIX. There will be an on-demand version of it later on at Visitmix.com. There’s tons of info flowing around today, so I’m just going to focus on the media-related news that came out today. I’ll be posting a lot this week; check back for more details as they’re revealed. And feel free to ask questions in the comments area below. A developer release, not a consumer releaseNote that this is a developer release. Silverlight 2 was unique in scope, being the first release with managed code, so we did some consumer events using Beta 2, most notably the NBC Olympics coverage. We’re not planning on doing anything customer-facing with Silverlight 3 until the full release. So this is really a change for developers, designers, and media folks to get a head start on using the new features, and giving us feedback on any issues. End users are welcome to play around with it (I’ve got it installed on my home machines without any issues), but don’t expect to see much stuff on the web taking advantage of it until after it ships. What’s AvailableFirst off, here’s the Silverlight-specific downloads released today. The official Get Started page is at Silverlight.net.&amp;nbsp; And Tim Heuer has a great overview of everything. Silverlight 3 Tools for Visual StudioExpression Blend 3 PreviewSilverlight 3 SDK CHM FileUpdated Silverlight Toolkit MPEG-4 (H.264 and AAC-LC) supportFirst up, as we discussed back at IBC, we’re adding support for MPEG-4 content in Silverlight. Specifically, we’re supporting Self-contained .mp4 (including .f4v and .m4a) and .mov file formats (no reference movies or anything fancy like that). H.264 video in Simple, Main, and High 4:2:0 profiles (progressive scan only) AAC-LC audio mono or stereo (HE AAC will play back with lower fidelity, as in QuickTime) Local files or http progressive download. Or, sliced another way, Silverlight 3 will be able to play pretty much all MPEG-4 files </itunes:summary>
      <link>http://channel9.msdn.com/Blogs/benwagg/Silverlight-3-Beta-Whatrsquos-New-for-Media</link>
      <pubDate>Wed, 18 Mar 2009 21:41:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/benwagg/Silverlight-3-Beta-Whatrsquos-New-for-Media</guid>      
      <dc:creator>Ben Waggoner</dc:creator>
      <itunes:author>Ben Waggoner</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/benwagg/Silverlight-3-Beta-Whatrsquos-New-for-Media/RSS</wfw:commentRss>
      <category>Beta</category>
      <category>GPU</category>
      <category>h.264</category>
      <category>IIS</category>
      <category>logging</category>
      <category>Silverlight</category>
      <category>Silverlight 3</category>
      <category>Smooth Streaming</category>
      <category>MPEG-4</category>
      <category>SmoothHD.com</category>
      <category>AAC</category>
      <category>Raw AV</category>
    </item>
  <item>
      <title>SC08: Windows HPC: GPGPU Computing Overview: Nvidia</title>
      <description><![CDATA[
<div class="watch-video-desc description">SC08: Nvidia rep discusses and demos GPGPU computing.</div>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:37b7bde60a8148eabb7a9dea00c3884f">]]></description>
      <comments>http://channel9.msdn.com/Shows/The+HPC+Show/SC08-Windows-HPC-GPGPU-Computing-Overview-Nvidia</comments>
      <itunes:summary>
SC08: Nvidia rep discusses and demos GPGPU computing.
</itunes:summary>
      <itunes:duration>427</itunes:duration>
      <link>http://channel9.msdn.com/Shows/The+HPC+Show/SC08-Windows-HPC-GPGPU-Computing-Overview-Nvidia</link>
      <pubDate>Mon, 16 Mar 2009 17:06:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Shows/The+HPC+Show/SC08-Windows-HPC-GPGPU-Computing-Overview-Nvidia</guid>
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      </media:group>      
      <dc:creator>Wenming Ye</dc:creator>
      <itunes:author>Wenming Ye</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/The+HPC+Show/SC08-Windows-HPC-GPGPU-Computing-Overview-Nvidia/RSS</wfw:commentRss>
      <category>CUDA</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>Nvidida</category>
      <category>Parallel Computing</category>
      <category>parallelization</category>
      <category>Windows  HPC</category>
    </item>
  <item>
      <title>Вычисления на графических картах. Часть 3 с Михаилом Горбуновым.</title>
      <description><![CDATA[Михаил Горбунов в третьей части доклада показывает живые де&#1084;онстрации, визуализирующие основные концепции вычислений общего назначения на совре&#1084;енных видеокартах.<br>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:623ede2db2d942eb80609deb001012e6">]]></description>
      <comments>http://channel9.msdn.com/Blogs/mikcher/GPU-Algorithms-Part3</comments>
      <itunes:summary>Михаил Горбунов в третьей части доклада показывает живые де&amp;#1084;онстрации, визуализирующие основные концепции вычислений общего назначения на совре&amp;#1084;енных видеокартах.
</itunes:summary>
      <itunes:duration>1869</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/mikcher/GPU-Algorithms-Part3</link>
      <pubDate>Wed, 04 Mar 2009 09:58:00 GMT</pubDate>
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        <media:content url="mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/9/9/5/8/5/4/GPUPart3_s_ch9.wmv" expression="full" duration="1869" fileSize="196" type="video/x-ms-wmv" medium="video"></media:content>
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      <dc:creator>Михаил Черномордиков</dc:creator>
      <itunes:author>Михаил Черномордиков</itunes:author>
      <slash:comments>1</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/mikcher/GPU-Algorithms-Part3/RSS</wfw:commentRss>
      <category>DirectX</category>
      <category>GPU</category>
      <category>Graphics</category>
      <category>ru-RU</category>
      <category>Russia</category>
    </item>
  <item>
      <title>Вычисления на графических картах. Часть 2 с Семеном Козловым.</title>
      <description><![CDATA[Се&#1084;ен Козлов, разработчик в ко&#1084;анде DirectX, во второй части доклада отвечает на вопросы аудитории про вычисления общего назначения на совре&#1084;енных видеокартах.<br>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/gpu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:2b7d4beba32e4ab08c619deb00101721">]]></description>
      <comments>http://channel9.msdn.com/Blogs/mikcher/GPU-Algoritms-Part2</comments>
      <itunes:summary>Се&amp;#1084;ен Козлов, разработчик в ко&amp;#1084;анде DirectX, во второй части доклада отвечает на вопросы аудитории про вычисления общего назначения на совре&amp;#1084;енных видеокартах.
</itunes:summary>
      <itunes:duration>1658</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/mikcher/GPU-Algoritms-Part2</link>
      <pubDate>Fri, 27 Feb 2009 11:33:00 GMT</pubDate>
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